Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Add categories and default values to new config system


Choonster
 Share

Recommended Posts

I just tried to port my old configuration to the new annotation-based system and noticed two missing features: default values and categories.

 

I understand the new system is still a WIP, so these may already be on the roadmap.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Default values are the values from the static initializes of your fields.

As for categories, you can make sub-objects. See here: https://github.com/MinecraftForge/Mercurius/blob/master/src/main/java/net/minecraftforge/mercurius/Config.java

I'm not sure i want to move things into TOP level categories. I'd more rather change the top level from "general" to "ModID" or something. But I havent decided yet.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

Link to comment
Share on other sites

Default values are the values from the static initializes of your fields.

As for categories, you can make sub-objects. See here: https://github.com/MinecraftForge/Mercurius/blob/master/src/main/java/net/minecraftforge/mercurius/Config.java

I'm not sure i want to move things into TOP level categories. I'd more rather change the top level from "general" to "ModID" or something. But I havent decided yet.

 

Thanks, that makes sense.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Just a note, this is my test suit for this. Not the best but shows all the different data types and sub-categories:

https://gist.github.com/LexManos/ca57c1f29365bf492f207e4aa1a7865c

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

Link to comment
Share on other sites

Yes, but you have to use the internal config object that is created by the manager.

The GUI is part that I haven't gotten around to doing quite yet.

Using the GUI system is really easy it just needs to be glued together.

https://github.com/MinecraftForge/Mercurius/blob/master/1.9.4/src/main/java/net/minecraftforge/mercurius/binding/ModConfigGui.java#L40 being the example of how to use it in this style setup.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

Link to comment
Share on other sites

Yes, but you have to use the internal config object that is created by the manager.

The GUI is part that I haven't gotten around to doing quite yet.

Using the GUI system is really easy it just needs to be glued together.

https://github.com/MinecraftForge/Mercurius/blob/master/1.9.4/src/main/java/net/minecraftforge/mercurius/binding/ModConfigGui.java#L40 being the example of how to use it in this style setup.

 

Thanks, I ended up with this. Is there a way to do this without using reflection to access

ConfigManager#CONFIGS

?

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Btw, have you thought about giving modders the option to separate "global" and "user" configs? That would be especially helpful for modpacks, since users could still change some settings (like the tooltip position for Waila/OneProbe) without getting them overwritten every time the modpack gets updated.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Thanks everybody! I managed to fix it. I just had some missing attributes in my OilFluid class
    • W10 Pro. Android 11 on my S20+(or is it 12 already?). My two other computers are running on W10 home, all behind G-Data security suite, and a Fritz. I'm supposed to use Linux, no? I hate making things compatible, and Linux has limited access to some games I love, so...Mac is even worth I guess? I'm buying servers btw. It's not I couldn't set one up for Linux, but I lack the skills in online security, and I'm paranoid. So not a good combo I guess?
    • Yeah, the whole registry process can be quite confusing and daunting for how MC is working nowadays, but once you get the grasp of it, it actually saves a whole lot of effort, and quantity of code. I'd spend 3 days+ to actually figure I had to apply the getter(.get())[<-- is this even named getter?], to any of the .class references, because stupid Eclipse refused to de-obfuscate the source of problems. It was just making stupid a** auto fix suggestions, that didn't help at all. Google found the answer quite often though. And don't even get me started when I was trying to implement the Oil to world generation. I was literally tearing my hair out for days. But don't give up. We're not the only ones dealing with the reinvention of MC code wheel. I mean I get it. There's always room for improvements. But a wheel is just a wheel, right?
    • Thank you everybody, I have figured out the cause. I was accidentally passing in the constructor for the Fluids instead of the RegistryObject. I changed: super(new ForgeFlowingFluid.Properties( OilFluid.Source::new, OilFluid.Flowing::new, to: super(new ForgeFlowingFluid.Properties( ModFluids.OIL, ModFluids.FLOWING_OIL, And now the fluid actually works! But it doesn't spread though, I think I'd be able to figured it out from now. Thanks a lot Luis_ST and Cratthorax!
    • Because I was used to doing it like that in the past. Also, a block is very sparse in code quantity. Also, also, I would use the blocks to check against blocks of same type at lower levels, to mark as an indicator to what can be found digging deeper into the ground. Doing that with anything but the same object type is just unnecessarily bloating code. However, I had to use creative ways to get something working. What I did was rendering my block and its voxel shape invisible, make it nonsolid and notBlockMovement, then apply the randomTick() method, and using this: worldIn.destroyBlock(pos, true);...which basically drops the item after the blocks gets randomly destroyed. The good thing about that is, with the new DataPack function, I can do all that stuff with a single block object, and then just use instances of other block registers and their properties. I can also customize the loot tables for any of them, but don't need an actual block.class for any of them. Given how I have more then 60 ore blocks in my old mod, that is a really great thing about newer MC versions. The final solution was actually found in vanilla Block.AIR, after messing around with various methods, none of them doing what was easily done in the past MC versions with onBlockAdded(), and dropBlockAsItem(). I'll just leave the block code, and register code here for reference, which should give you a picture of the many things I was trying without success:
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.